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vandalism posted:I have a question for you guys. I have (what feels like) a huge amount of islands all spread out and overproducing everything. My trade routes are a huge mess. My main island in the old world is good and I have a fair amount of investors. I even have airships and stuff. My question is should I try to fix my current situation by getting my poo poo in order or should I restart and try to build more carefully? I have like $30 million and feel like I did a lot. I just feel like going forward will be a lot of tuning things and adjusting. I'm almost in the same boat, except earlier (just about to finish the campaign actually), and my islands are a huge mess. Especially the older ones, my main island is a goddamn mess of hodgepodge industrial areas and a huge, densely packed and fire-prone residential area near the start. I had to make a new residential area for farmers but since I built basically every industry there, space is now at a premium, and I'm afraid of moving production of basic stuff to other islands because the needs of this one are pretty big now and I'm not even sure if chartering trade routes would be enough (since I started expanding late all my islands are far away from the main one and it seems it takes forever to carry goods from here to there) I think I'll be restarting after I finish up the campaign if things start being bad enough, I mean I can barely satisfy my artisans right now, if I jump to engineers/investors without any space to plop down their production chains (and haven't gotten the New World infrastructure for rum and cotton ready to feed them) I'm going to be so screwed. Loving the game of course
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# ? Dec 18, 2019 09:26 |
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# ? Jun 8, 2024 08:06 |
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Started to get my head around the stats screens and they're actually a bit better and more useful than I thought. Have just been spoiled by Factorio's realtime customisable production stuff which is probably way above and beyond what I should expect out of any game. Shame you can't pause while you look at it though. Still has his hooks in me, although I'm a compulsive restarter so I haven't actually got that far yet.
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# ? Dec 18, 2019 14:18 |
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A bunch of +range items on a battlecruiser makes smashing harbors way less of a headache. I think I'm 30 hours into this game and I haven't hit investors. I do, for once, have a huge industrial and income base so I'm looking forward to the next part, and finally opening up the Arctic.
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# ? Dec 18, 2019 18:07 |
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Sipher posted:A bunch of +range items on a battlecruiser makes smashing harbors way less of a headache.
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# ? Dec 18, 2019 18:22 |
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I mean as long as you tell whatever ship is getting focused to retreat in time sieges are easy. Currently in the process of wiping out George because he refuses to make peace for any reason. Would have thought conquering shares in all his islands would have calmed him down but nooope.
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# ? Dec 18, 2019 18:42 |
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Are frigates preferable to ships of the line? I have such a hard time taking down rival islands.
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# ? Dec 18, 2019 19:15 |
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Opentarget posted:Are frigates preferable to ships of the line? I have such a hard time taking down rival islands. I like to just pump frigates out of two shipyards the second I hit artisans until I conquer the world. Other people may not that enjoy that as much. I occasionally make a few other ships when it makes sense to, and of course once you get steam ships online they become key for good and oil transport. Khorne fucked around with this message at 19:56 on Dec 18, 2019 |
# ? Dec 18, 2019 19:50 |
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I'm fairly new to Anno 1800 and I just finished the campaign, but I can't seem to stabilize my finances at all. I'm either 2k in the green or 1k in the red and it varies seemingly every 10 minutes. I got 7 islands settled. Four in the old world, two in the new and Crown Falls. I tend to only focus on one island at a time and build it up so I'm fairly unsure of why I got rollercoaster finances when the one I'm building on is firmly in the green.
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# ? Dec 18, 2019 19:57 |
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Grimson posted:I'm fairly new to Anno 1800 and I just finished the campaign, but I can't seem to stabilize my finances at all. I'm either 2k in the green or 1k in the red and it varies seemingly every 10 minutes. I got 7 islands settled. Four in the old world, two in the new and Crown Falls. I tend to only focus on one island at a time and build it up so I'm fairly unsure of why I got rollercoaster finances when the one I'm building on is firmly in the green. Power plants are prone to downtime if you have too many for the oil supply. Disasters can reduce work force temporarily. Too many things on one warehouse can result in delays sometimes. Khorne fucked around with this message at 20:11 on Dec 18, 2019 |
# ? Dec 18, 2019 20:05 |
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Khorne posted:Likely running out of resources until a new shipment arrives from another island. The opposite can happen, shipping routes can briefly rob an island of a resource it wants to consume. Yeah, most of the time when I notice fluctuating income it's a beer and/or rum shortage somewhere, for one of these reasons.
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# ? Dec 18, 2019 20:16 |
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I find managing rum to be the most maddening aspect. Still very fun, but it's unbelievable how much rum my islands go through.
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# ? Dec 18, 2019 22:55 |
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Rum is pretty out of whack in terms of overall production need. You need a ton in both populations. I had something like 2 full steam cargo ships just for rum towards the end, with coffee close behind. Nothing else really comes close. It doesn’t help that Rum distilleries are also like the largest building in the game too, makes trade unions inefficient compared to jamming in like 18 cane farms instead. Mazz fucked around with this message at 04:04 on Dec 19, 2019 |
# ? Dec 19, 2019 04:02 |
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Trade unions don't do much for rum anyway. They only employ 30 (?) jornaleros, and there isn't a high end specialist that they can radically change how they work. Best to just not even bother and shove them in wherever they fit. Spend the influence on the town hall and boost the jornalero population sky high.
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# ? Dec 19, 2019 04:17 |
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physeter posted:Trade unions don't do much for rum anyway. They only employ 30 (?) jornaleros, and there isn't a high end specialist that they can radically change how they work. Best to just not even bother and shove them in wherever they fit. Spend the influence on the town hall and boost the jornalero population sky high. And maybe find specialists that satisfies your Journos/Artisans/Engineers need for rum. Any of them will do. Also put an extra fire station or two next to your distillery farm. I just want to nth the love for the stats (again). Before it was all semi-guess work and made me nervous to use too many otherwise rocking specialists just because of the amount of work it is to figure out if you've got enough/too much of a certain stage of production. Now I'm optimizing almost as soon as I have trade unions.
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# ? Dec 19, 2019 14:16 |
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Yeah I just recently got a trade union agent that replaces the need for rum and and consumption absolutely plummeted after I arranged every single engineer residence on my main island to go in its radius. Ended up loving up a trade route that carried rum and cotton to where the boat was just full up on six stacks of rum.
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# ? Dec 19, 2019 15:10 |
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Alkydere posted:And maybe find specialists that satisfies your Journos/Artisans/Engineers need for rum. Any of them will do. Also put an extra fire station or two next to your distillery farm. The stats screen and ability to set minimum stock elevated this game from "good but flawed" to best in the series IMO. The complexity is still there, but the game gives you the tools you need to actually deal with it. Now if I could just stop watching my little people putter around long enough to actually get to airships, that would be great.
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# ? Dec 19, 2019 18:02 |
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I deleted my game again. Any recommendation for map seed, npcs to play with, other interesting playstyles?
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# ? Dec 19, 2019 19:45 |
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Because I'm a nerd, here's the breakdown on why you never trade union your rum production: Let's assume I did a good job. I'm out 20 influence, and now I've got 10 distilleries cranking along under the trade union. I stocked the union with Sommelier Raymond (+40%), a respected oenologist (+20%), and a forklift from Old Nate (+30%). So I've got 10 distilleries cranking along at 190%, which is pretty good. But let's look at the backend: each distillery employs 30 jornaleros. If I DIDN'T build the trade union, that's nine more distilleries I'd have to build to equal the production, right? 9 x 30 = 270...or 270 jornaleros who WOULD have to work at a rum distillery if I DON'T build the trade union. Now that would be a great number if it was obreros. I loving hate obreros, man. I love downgrading their houses, go buy and ship your own sewing machines motherfuckers. It would be an incredible number if it was engineers. But it's fuckin' jornaleros. They don't cost anything. They wear ponchos and eat plantain chips. 270 jornaleros is nothing, that's only 27 jornalero houses. It's like two blocks of housing. And for this I would spend 20 influence (or TEN investor houses worth of influence)? I should be beaten to death by the ickle-bickle barn mice for doing that. TLDR: 270 unemployed jornaleros isn't worth 20 influence (which can buy you 4 oil tankers, or 2 museum exhibits). I wouldn't trade 20 influence for 500 jornaleros when I can just build more alpaca farms. No trade unions for rum. physeter fucked around with this message at 20:18 on Dec 19, 2019 |
# ? Dec 19, 2019 20:07 |
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The Spice it Up mod is pretty good, and super customizable. You can disable whatever you don't like. Some of the parts I like from it: reducing the rivers in the new world, commuter piers for the new world, reduced influence costs across the board and expansion of the harbor build zone.
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# ? Dec 20, 2019 06:17 |
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Does Spice it Up currently work? I took a peek and it hasn't been updated for the new update+DLC. But I guess a lot of the tweaks are just variable edits and probably work just fine.
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# ? Dec 20, 2019 14:32 |
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SubNat posted:Does Spice it Up currently work? It works, just disable Shipyard AI mod and it runs fine. They do have a new update coming out (currently in beta testing) which brings even more harbour expansion buildings.
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# ? Dec 20, 2019 17:13 |
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James The 1st posted:The Spice it Up mod is pretty good, and super customizable. You can disable whatever you don't like. Some of the parts I like from it: reducing the rivers in the new world, commuter piers for the new world, reduced influence costs across the board and expansion of the harbor build zone. Do you find the reduced influence costs unbalances the game? I found influence to be really limiting (maybe I just suck at the game) but I'm afraid that if I turn down costs, it would be a little unbalanced/cheaty and I'd really just be using a crutch for my bad play rather than improving.
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# ? Dec 20, 2019 17:17 |
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totalnewbie posted:Do you find the reduced influence costs unbalances the game? I found influence to be really limiting (maybe I just suck at the game) but I'm afraid that if I turn down costs, it would be a little unbalanced/cheaty and I'd really just be using a crutch for my bad play rather than improving. James The 1st fucked around with this message at 18:25 on Dec 20, 2019 |
# ? Dec 20, 2019 18:21 |
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James The 1st posted:Maybe it unbalances things? I don't like the influence mechanic that much, I find the game is complex enough with how much you have to manage when you get big. It just seems odd to me to be given all these items to put in cultural buildings and trade unions-city halls etc, but you can't use them because you have too many ships. But I don't play it multiplayer at all either. I agree. I thought influence was initially just for the newspaper and I thought that was fine because you have a lot of propaganda options. But with the amount of other stuff you have to manage, I find influence to be pretty restrictive. Especially when in a war and you absolutely need a bunch of ships.
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# ? Dec 20, 2019 18:31 |
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Kris xK posted:It works, just disable Shipyard AI mod and it runs fine. Oh, good. Thanks. I don't think I ever used those. Though I guess I could see a point in letting AI colonize an island or two, for use in trading. (Especially in lategame where you may or may not have bulldozed them.)
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# ? Dec 20, 2019 18:43 |
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Ugh, any tips on expeditions? I finished the campaign and I have a decent assortment of items (+40 diplomacy, +30 faith, +20 crafting etc) but it seems every expedition even if I start as prepared as possible is a coin toss whether you'll lose half your morale in the first random event or two. And I am only doing the easy, 1 skull ones... Is there some kind of trick to preparing better?
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# ? Dec 21, 2019 12:47 |
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TorakFade posted:Ugh, any tips on expeditions? I finished the campaign and I have a decent assortment of items (+40 diplomacy, +30 faith, +20 crafting etc) but it seems every expedition even if I start as prepared as possible is a coin toss whether you'll lose half your morale in the first random event or two. And I am only doing the easy, 1 skull ones... Is there some kind of trick to preparing better? To cover the basics, you'll get a list of three attributes (naval power, faith, etc etc) at the top of the expedition screen, as well as rations. You need to equip items and specialists that match those, in the best case scenario doubling or even tripling for the priority ones. You need at least one space for rations, which is a food or drink item, and most food or drink also gives a bonus. You get an additional minor bonus if you are carrying a max load of 50 tons of that ration. You want to get your mission readiness as close as possible to 100% before launching. I wouldn't send a mission at all if the number was lower than 75%. When you first start doing them, most of your items and specialists are terrible. Don't leave any slot unfilled, even if you are at 100%. The expedition screen is an accurate prediction, but events will trigger than aren't listed. Sometimes, you can't win them even with an Extravaganza steamer packed with legendary crew, you just don't have to combination necessary and have to take the hit. If mission health gets to ~25%, turn back on the event screen. Not worth losing your boat and crew over. My favorite early expedition crew are the generous innkeeper (force + diplomacy), expert hunter (hunting + force), and Archie's +diplomacy letters. If you manage to get your hands on some champagne early (awarded by some festivals), hoard it for missions. As a ration, it's +20 diplomacy. As a matter of fact, when in doubt, always pack for diplomacy. Stick to clippers and cargo ships, warships don't have enough cargo slots.
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# ? Dec 21, 2019 15:43 |
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TorakFade posted:Ugh, any tips on expeditions? I finished the campaign and I have a decent assortment of items (+40 diplomacy, +30 faith, +20 crafting etc) but it seems every expedition even if I start as prepared as possible is a coin toss whether you'll lose half your morale in the first random event or two. And I am only doing the easy, 1 skull ones... Is there some kind of trick to preparing better? Early-mid game a good baseline that you can build upon is something like: Royal Letter of Immunity (blue item, shows up constantly in new world, high diplomacy, cheap) Ship Tool Box (forgot exact name, it has 30-40 crafting and is equippable in ships, looks like a crate, cheap) Telemobilescope (40 navigation, expensive but navigation is hard to get, there is a blue version that's cheaper, if you have a specialist with navigation at 30+ just use that) Grab a stack of Schnapps (medicine) and then fill remaining slots with specialists who have lots of stats/traits. Ship of the Line is decent, for high star expeditions you can use battle cruiser if you've unlocked it. That loadout will have 100% morale vs 3* missions in a battle cruiser. For specialists, anyone with a trait is a good choice. Having one woman is a good choice. Just keep stacking stats. For story events, just pick whatever you have the highest chance against. Sometimes picking the give up option is just fine if you have no real bonus. Lots of story events also give you an out with "trade" if you don't have high enough stats to win it without trade. Khorne fucked around with this message at 16:25 on Dec 21, 2019 |
# ? Dec 21, 2019 16:17 |
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I restarted another game and I dont think I can feasibly keep restarting. I picked map seed 139 and I'm committed to it. My city is getting there and i am commiting myself to go with this save and do well here and now and fix up my supply chains rather than restarting again. Also, gently caress da arctic. It is miserable.
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# ? Dec 21, 2019 21:12 |
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For any expedition more than one star I just load up on specialists /items with a stat total of at least 50 each and succeed almost every time. A slot for champagne makes the passive morale loss tiny. Steamships when naval power is required and cargo ships otherwise.
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# ? Dec 21, 2019 22:47 |
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I started a game of this for the first time in a long while. I got to the point where I had maybe 500 artisans, two islands in each of the old and new worlds. I’m doing something and I look up at the center of the screen and it says I have 50 engineers. Then I settle a new island and it says that island has workers — 50/50/50/50. What happened?
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# ? Dec 23, 2019 04:25 |
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WithoutTheFezOn posted:I started a game of this for the first time in a long while. I got to the point where I had maybe 500 artisans, two islands in each of the old and new worlds. I’m doing something and I look up at the center of the screen and it says I have 50 engineers. Then I settle a new island and it says that island has workers — 50/50/50/50. What happened? Once you own enough real estate, you get a “Conquerer” influence bonus which provides free labor - no need for houses or supplies, just a small amount of ready-to-work folks to staff buildings. These guys are great for getting things out of small islands where otherwise you’d have to figure out where to put a town to get Workers for mines. And the more island space you have, the larger that bonus gets.
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# ? Dec 23, 2019 04:33 |
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One of the influence bonuses gives you a small amount of bonus workforce on all your islands. You can boost it by expanding and taking more islands or shares.
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# ? Dec 23, 2019 04:35 |
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Oh yeah, thanks. I notice my main dock screen now says “effect Conqueror”.
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# ? Dec 23, 2019 04:41 |
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Getting that bonus 200 people per island from the last tier is extremely good; let’s you do farm islands or mining islands without a commuter dock or any houses.
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# ? Dec 23, 2019 04:53 |
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PSA: when you do the expedition to the arctic, go south and collect the museum relic. There is currently no other way to collect it. I'd imagine this is a bug, but who knows.
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# ? Dec 23, 2019 14:38 |
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I got sick of my bog standard Trawleney, with its centerpiece World's fair, giant tumor of investor residences, and satellite museums. Street are a WIP: So I made an outside mall, situated between the Botanical Gardens and the visitors' pier. Plan was simple: townhall in the center, surrounded by a shitload of theaters, markets and pubs. NO HOUSES. Then fill the townhall with items that boost the attractiveness of those 3 buildings. I figured I would get a lot of beauty for the influence investment and I was right, my outdoor mall kicks off over +300 attractiveness, which crushes museums and zoos as far as investment goes. Below you can see the Botanical Gardens in the rear. But I also thought it would be sterile and just sit there. I was totally wrong. I forgot to account for the way pubs and theaters create activity outside their actual plots, spilling over into streets and such. Putting multiples of those buildings creates a huge amount of visual activity, it's basically oompah band ground zero. Leaving open but decorated spaces around the buildings when possible (plaza, benches) seems to encourage more animations. And it's LOUD. Holy poo poo. Parades trigger at pubs, and I have about 8 pubs there, now it's so freaking loud I can't even enjoy the Botanical Gardens anymore. But it's awesome if you want to inject some life into your city. Extra content, the Holiday pack, because I had $4:
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# ? Dec 23, 2019 15:52 |
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Outstanding! That’s a great idea!
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# ? Dec 23, 2019 18:42 |
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skeleton warrior posted:Outstanding! That’s a great idea! Thanks. I got curious about the mechanics of what was happening with the huge amount of activity and did some testing. All of this was done in a game with a day/night cycle enabled. Pubs: These buildings are interesting, they are "active". In addition to (I think) managing parades, they are constantly looking for a nearby space that they like, and when they find one, they colonize it with oompah bands at night. It's possible to never see this if you play hardcore Anno and box pubs in on all sides with other buildings and roads. Roads and open unimproved ground do NOT qualify as good space for oompah colonization, in fact the pub will ignore them and even cross them to get to space it likes. The open grass farmer decorative tile, the artisan plain white decorative tile, the World's Fair tile, markets that are closed for the night, and harbor quays are all very attractive to the oompah invasion. I'm sure there are others. How much oompah? I parked one pub directly adjacent to a good bit of unused quay, and an hour later there were TEN oompah bands going nuts on the quay. Theaters: These don't oompah or anything like it. But at night they will begin generating about ~10 pedestrians in their vicinity, and these pedestrians will then start heading towards the theater. Once there they will hang out or just disappear. The building will just keep doing this all throughout its operational cycle. Member's Club: Same as theater with a slightly classier clientele.
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# ? Dec 24, 2019 15:20 |
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# ? Jun 8, 2024 08:06 |
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Anno 1800: The Oompire strikes back. I bought the two expansion packs, and honestly with them both active it almost seems like there’s too much to do in this game.
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# ? Dec 24, 2019 15:43 |